Dye and fruit are a great idea
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#212
Ideas / Re: Theoretical Research, epic art
August 31, 2016, 11:36:56 AM
+1 to the idea, maybe the general research could give boosts to various thing the colony has, improved crafting and what not.
#213
Ideas / Re: Sunburns
August 31, 2016, 11:34:00 AM
+1 for the sunburn idea and the allergy idea too! so +2 I guess XD
#214
Ideas / Re: [RimWorld] Insects / Arachnids (Expansion) Suggestion! [Must_Read]
August 31, 2016, 11:30:43 AM
I love this idea! More variation for bugs would be cool. Maybe the ants wouldn't quite start an empire so much as expand a bit or sometimes move location when the old queen dies or have a "caravan" of ants move and start a separate colony that MIGHT compete with the other, (fights between the ant colonies sometimes) or just start a new colony when the queen dies. Another possibility is RARE pheromone tech that allows you to "tame" the queen after killing her kin (the babies she produces would work for the player colony but could break out of control sometimes).
#215
Ideas / Re: To make wind turbine better : visual hint for wind direction
August 31, 2016, 11:20:27 AM
I like Dorf's idea.
#216
Ideas / Re: water as a semi rare resource
August 31, 2016, 11:18:57 AM
I'm thinking that certain events could decrease water quality or outright poison it, like raiders could poison wells/ponds/etc and toxic fallout could make water toxic for a while. Requires iodine to clean? Also someone mentioned underground water sources that could flood your colony, they COULD be on the same level as the colony but they'd be inside mountains. They could have a small sign that they're there, perhaps tiny water pools once you destroy nearby stone tiles? Or a leaking water animation. The water that comes out to flood your colony could slow movement and building speed considerably. It would be difficult to stop a flood, plus moisture pumps would be required to remove the water after it's dammed up. Walls could outright stop water from spreading but doors would merely slow it.
#218
Ideas / Re: Your Cheapest Ideas
August 31, 2016, 10:53:49 AM
Why not cobblestone walls and paths? They could be made from the stone chunks but be weaker than brick walls. The paths would look nice but be slower than concrete.
#219
Ideas / Re: Volcanic eruptions
August 31, 2016, 10:49:52 AM
This would be a really neat idea, especially if a volcanic biome was added. They could be hotter near lava and wood would automatically catch on fire near lava, plus there would be VERY few animals but the dirt would be extra fertile. Perhaps there could be lava flow areas around the map that would be regular rock ground most of the time but gets covered with lava when there is an eruption event. And you'd have to worry about health issues because of the ash.
#220
Ideas / Re: I'd like a different win condition for tribes
August 31, 2016, 10:45:37 AM
This seems like it would be an interesting idea, but some tribes do grow crops. Maybe they could have tribe only crops? Or crops would depend on biome.
#221
General Discussion / Re: How do you make medicine?
August 31, 2016, 10:24:15 AM
WHERE do you make it though? I have the research needed but there is no option for crafting it on the drug table.
#222
General Discussion / How do you make medicine?
August 30, 2016, 10:38:55 PM
I cannot for the life of me figure out how to make medicine, even after research I can't seem to make it at the drug table.
#223
Ideas / Re: Survailance and Weather Balloons
August 29, 2016, 11:39:24 AM
I think this would be cool, maybe it could reveal surrounding areas of the map so it's not blackness beyond the area you start in, you wouldn't be able to do much there but it'd be neat to be able to see it.
#224
Ideas / Re: Riverlands and Deltas; watery biomes
August 29, 2016, 11:35:33 AM
I agree that this should be a thing, it'd rock to have rivers and stuff. Plus marshes could generate at the deltas and along the rivers which could maybe be an area for frogs to be added to?